Commit Graph

31 Commits

Author SHA1 Message Date
Terence Burns
14cb541a13 Config Editor added to UE4.
We now have the capacity to set a uproperty value anywhere in the config file hierarchy

Satisfies UEPLAT-429

The user can now use the 'ConfigHierarchyEditable' meta flag in their uproperties to present a butoon that allows the property to be edited in the config hierarchy, where applicable.
Target platform is configurable.

[CL 2521330 by Terence Burns in Main branch]
2015-04-22 13:40:06 -04:00
Marc Audy
ba008b0bdf Fix shadow variables
[CL 2521205 by Marc Audy in Main branch]
2015-04-22 11:37:49 -04:00
Saul Abreu
901042c9ac Massive cleanup of text localization code and its uses. REVIEW API CHANGES FOR RELEASE NOTES.
[CL 2514827 by Saul Abreu in Main branch]
2015-04-16 15:39:05 -04:00
Saul Abreu
ce65ca0ac8 Removed faulty package dirtying logic from FText property namespace/key menu logic. Opted for using the property handle to notify pre-change and post-change, which properly causes package dirtying and marking a blueprint as needing to be recompiled.
[CL 2509678 by Saul Abreu in Main branch]
2015-04-11 19:14:47 -04:00
Saul Abreu
50499381fe Cleaned up FText property namespace/key menu to use lambdas instead of a locally nested struct and static methods.
[CL 2509671 by Saul Abreu in Main branch]
2015-04-11 18:31:03 -04:00
Marc Audy
037d007078 Fix shadowed variables
[CL 2471506 by Marc Audy in Main branch]
2015-03-06 15:13:38 -05:00
Thomas Sarkanen
3f0f5e3c83 FText key stablization & key editing
FText DisplayString shared ptrs are persisted across property edits. This preserves their entry in the live table and also updates the string that the entry points to. We call GetString() to update the hashed value as persisting the DisplayString means that its location in the table is preserved.
On serialization, a valid key is still found in the live table for the display string, so the key is preserved.
Added funtionality to the property editor to allow key editing and re-generation so any key conflicts can be resolved in the future.
Added new flag to prevent us from being able to edit 'immutable' code-declared (LOCTEXT) text. We dont attempt to preseve the identity of properties that are initialized with these.

UE-5350 - As a translator, I would like the editor tutorial text to preserve it's history between changes in order to greatly improve the translation workflow.

#codereview Saul.Abreu,Justin.Sargent

[CL 2420329 by Thomas Sarkanen in Main branch]
2015-01-27 10:07:05 -05:00
Justin Sargent
5f156746a7 Back out changelist 2400879
[CL 2402539 by Justin Sargent in Main branch]
2015-01-09 19:48:05 -05:00
Jamie Dale
bbb0624bff Fixed code relying on SLATE_TEXT_ATTRIBUTE for tooltips.
UETOOL-213 - Minimize Slate FString -> FText conversion (remove SLATE_TEXT_ATTRIBUTE)

This fixes any editor/engine specific code that was passing text to Slate as FString rather than FText.

[CL 2401019 by Jamie Dale in Main branch]
2015-01-08 11:35:01 -05:00
Thomas Sarkanen
4a3e3773a8 FText key stablization & key editing
FText DisplayString shared ptrs are persisted across property edits. This preserves their entry in the live table and also updates the string that the entry points to. We call GetString() to update the hashed value as persisting the DisplayString means that its location in the table is preserved.
On serialization, a valid key is still found in the live table for the display string, so the key is preserved.
Added funtionality to the property editor to allow key editing and re-generation so any key conflicts can be resolved in the future.

UE-5350 - As a translator, I would like the editor tutorial text to preserve it's history between changes in order to greatly improve the translation workflow.

Reviewed by Saul.Abreu

[CL 2400879 by Thomas Sarkanen in Main branch]
2015-01-08 09:26:03 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Jamie Dale
f440490671 Converted the property editor to use FText
The display name, filter string, and tooltips for the property editor (and associated detail customizations) are now stored as FText rather than FString. This allows us to remove SLATE_TEXT_ARGUMENT from the detail customization widgets.

[CL 2372595 by Jamie Dale in Main branch]
2014-12-01 11:19:41 -05:00
Andrew Rodham
50bfbf7e0b Added Worlds and Level Blueprints to the scene outliner
This change includes a large rework of the scene outliner to make it more expandable and flexible with what data it supports.
Tree items now support visitation to allow for external logic on custom columns etc without having to type check and cast.
Sorting has been overhauled to be more flexible and efficient. It now supports correct lexical comparison for numbers.

[CL 2354514 by Andrew Rodham in Main branch]
2014-11-10 10:09:21 -05:00
Jamie Dale
f7430ac704 Initial support for composite fonts for Slate, UMG, and Canvas
Slate now has the concept of composite fonts and font families (via FCompositeFont and FTypeface). A composite font is a font that contains a default font family, as well as any number of sub-font families which should be used for a given set of character ranges. This change will greatly improve the localization support for fonts.

UFont assets can now use two forms of caching "offline" (which is the way they have always worked historically), and "runtime" (which utilizes the Slate font cache to cache glyphs on demand). These runtime cached UFont assets are now the only way to specify which font to use for a UMG widget, and address the previous issues about ensuring that the required font files were staged for your game.

The Slate font cache now works on FFontData instances, rather than filenames. This allows the UFont asset to embed a blob of TTF or OTF font data inside it, rather than require the fonts be loaded from files on disk.

The Canvas text renderer has been updated to support runtime cached UFont assets. This gives our legacy Canvas based tools the same improved font localization support as the rest of the Slate-based editor UI.

UFont asset creation has been changed to use runtime caching by default, and additionally, you can now import a TTF or OTF file via the Content Browser and it will automatically create a UFont asset. If you still want an offline cached UFont asset, you can just change the cache type in the font editor, and the usual font picker dialog will appear and allow you to generate a font texture atlas.

[CL 2342203 by Jamie Dale in Main branch]
2014-10-28 09:02:03 -04:00
Wes Hunt
31e2bb00ac Removed a bunch of stuff from Slate standard include, created SlateBasics.h
* Moved Slate.h into SlateBasics.h and began shifting less commonly used headers into SlateExtras.h.
* Slate.h now simply includes SlateBasics.h and SlateExtras.h.
* Slate.h includes a deprecated warning now to indicate that SlateBasics.h + specific includes should be used instead.
* Moved dozens of inlined functions using Slate widgets into .cpp files to avoid header dependencies.
* All code samples now include SlateBasics.h and SlateExtras.h so future shifts will not break most those projects, but not trigger the deprecation warning of including Slate.h.
#BUN

[CL 2329610 by Wes Hunt in Main branch]
2014-10-14 22:50:06 -04:00
Matt Kuhlenschmidt
ae3cd402c5 Fixed bad alignment of class picker buttons in the details panel
[CL 2328550 by Matt Kuhlenschmidt in Main branch]
2014-10-14 10:33:47 -04:00
Richard TalbotWatkin
32c3df38c9 Fixed bug in which SObjectPropertyEntryBox widgets without an allowed class specified would allow all asset types to be created. Now the option is explicitly provided to specify which factories to use to populate the menu with new asset types.
#ttp 349345 - Editor: Asset pickers with custom filtering can show all object types
#branch UE4
#proj Editor.DetailCustomizations, Editor.PropertyEditor

[CL 2328545 by Richard TalbotWatkin in Main branch]
2014-10-14 10:32:57 -04:00
Jaren Peterson
9526bb6a75 [AUTOMERGE]
Editor - Fix ObjectPropertyEntryBox to once again work without a PropertyHandle
Backed out part of changelist 2320455 to get the Asset Override Editor selection boxes working again.
#codereview Richard.TalbotWatkin

--------
Integrated using branch Ue4-To-UE4-Fortnite-Simple (reversed) of change#2325726 by Jaren.Peterson on 2014/10/10 13:29:25.

[CL 2325858 by Jaren Peterson in Main branch]
2014-10-10 15:48:08 -04:00
Richard TalbotWatkin
6378dd829f Fixed crash when assigning a material instance parent to an existing child of the material instance.
#ttp 339373 - Crash: when you create a endless loop with material instance that has it self as a parent the editor will become unresponsive
#branch UE4
#proj Editor.MaterialEditor, Editor.UnrealEd, Runtime.Engine

[CL 2320455 by Richard TalbotWatkin in Main branch]
2014-10-06 17:03:32 -04:00
Richard TalbotWatkin
bd25ba79bd Added the facility to create a new asset in the asset picker widget, by adding extra entries to the SPropertyMenuAssetPicker.
#ttp 345817 - NUX: MVP: Asset pickers should have Create New button
#branch UE4
#proj Editor.PropertyEditor, Editor.DetailCustomizations

[CL 2320429 by Richard TalbotWatkin in Main branch]
2014-10-06 16:43:15 -04:00
Graeme Thornton
3ccbe19544 Mobile Preview - Removal of almost all GRHIFeatureLevel usages.
#codereview Nick.Pendwarden

[CL 2315798 by Graeme Thornton in Main branch]
2014-10-01 09:08:51 -04:00
Nick Darnell
dceb9f07cf UMG - Adding render transforms to the base widget class. Beginning work on the designer interface for them. Lots of style refactoring for a few widgets to make it far easier to change their appearance at runtime. Adding slate utility functions to accessing geometry data in blueprints. The math struct customization can now apply min/max UI slider clamps on their components. Disabling the preview on the slate brush customization. Will re-introduce later when we can provide instanced struct customizations. The thumbnails in the details panel now have a hover effect to indicate that they are double clickable. Adding a Delta metadata on numeric properties so that if you want the slider to move in specific increments you can now.
[CL 2285217 by Nick Darnell in Main branch]
2014-09-04 17:26:33 -04:00
Nick Darnell
7f8b6276b5 Property Editor - Exposing a utility function to get the Edit Condition UProperty for another property if it exists.
[CL 2253328 by Nick Darnell in Main branch]
2014-08-12 14:34:13 -04:00
Marc Audy
c4b5049185 Add a make new blueprint button on class dropdowns for classes that are Blueprintable
Make buttons next to the Game Mode customization class drop downs consistent with normal class dropdowns

[CL 2245541 by Marc Audy in Main branch]
2014-08-06 10:11:22 -04:00
Allan Bentham
a2b99bcb93 add feature level to UMaterialInterface::GetUsedTextures.
[CL 2235653 by Allan Bentham in Main branch]
2014-07-29 06:10:01 -04:00